Explicit Morality Axis
An explicit morality axis scores the player's behaviour on a visible ethical scale, then uses that number to unlock powers, change how characters react, and decide which ending appears.
Behaviour gets measured. Actions carry stated or hidden weights, a counter moves toward one pole or another, and thresholds gate abilities, prices, dialogue and endings. Implementations vary enormously in granularity: some track several named virtues independently, others collapse everything onto one good-and-evil slider with two colour-coded buttons per conversation. Nearly all of them expose the score somewhere in the interface, which changes how people play the moment they notice it.
Ultima IV: Quest of the Avatar shipped in 1985 with an unusual problem to solve. Origin Systems wanted a role-playing game with no villain, in which the goal was to become a moral exemplar, and tracking eight virtues was the only way to make that goal checkable by a computer. Richard Garriott has described the design as a reply to criticism of his earlier games, where players were free to rob and murder townspeople at no cost.
Scoring ethics makes them tractable and shallow at the same time. Once players learn that generosity pays, the axis stops measuring morality and starts measuring optimisation, which is why so many games funnel people into playing consistently saintly or consistently monstrous rather than inconsistently human. Designers have spent decades trying to escape that trap, mostly by replacing the single axis with faction standing, or by refusing to show the number at all.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 2 steps deep, beginning with Branching Dialogue Trees in 1985.
Descends directly from
Forked into
Fallout tied the score to reputation, Knights of the Old Republic colour-coded powers by alignment, inFAMOUS gated whole skill trees, and Undertale judged players for optimising it.
Carried forward by 14 later games
Everything downstream
3 mechanics ultimately descend from this one.
Look this mechanic up elsewhere
Also called: karma meter, alignment system, good-evil meter